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Bond697

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Everything posted by Bond697

  1. A user doing something they shouldn't is absolutely not a bug.
  2. in bw2 it's 174, not 178.
  3. i didn't bother because there's no reason to. anyone who's rnging would need an action replay to do it which most rngers won't like and people who are breeding lots of eggs can just do 1 extra to make up for the static one. the code looks like this: 1206F206 0000F390 1206F208 0000EB12 023FF830 E59FA010 023FF834 E7941001 023FF838 E151000A 023FF83C 03A020CC 023FF840 11A02005 023FF844 E12FFF1E 023FF848 02225DA4 023FF84C 00000000 1203B25A 0000F3C4 1203B25C 0000EAFA 023FF850 E0911006 023FF854 E2922004 023FF858 E59FA008 023FF85C E151000A 023FF860 0242200C 023FF864 E12FFF1E 023FF868 02225CA4 023FF86C 00000000 D2000000 00000000 MEMORY:023FF830 ; =============== S U B R O U T I N E ======================================= MEMORY:023FF830 MEMORY:023FF830 --this is the routine to fix the load in from the save MEMORY:023FF830 sub_23FF830 MEMORY:023FF830 10 A0 9F E5 LDR R10, =0x2225DA4 MEMORY:023FF834 01 10 94 E7 LDR R1, [R4,R1] MEMORY:023FF838 0A 00 51 E1 CMP R1, R10 MEMORY:023FF83C CC 20 A0 03 MOVEQ R2, #0xCC ; '¦' MEMORY:023FF840 05 20 A0 11 MOVNE R2, R5 MEMORY:023FF844 1E FF 2F E1 BX LR MEMORY:023FF844 ; End of function sub_23FF830 MEMORY:023FF844 MEMORY:023FF844 ; --------------------------------------------------------------------------- MEMORY:023FF848 A4 5D 22 02 dword_23FF848 DCD 0x2225DA4 ; DATA XREF: sub_23FF830r MEMORY:023FF850 MEMORY:023FF850 ; =============== S U B R O U T I N E ======================================= MEMORY:023FF850 MEMORY:023FF850 --this fixes the memcopy of the daycare pkms to the right place MEMORY:023FF850 sub_23FF850 MEMORY:023FF850 06 10 91 E0 ADDS R1, R1, R6 MEMORY:023FF854 04 20 92 E2 ADDS R2, R2, #4 MEMORY:023FF858 08 A0 9F E5 LDR R10, =0x2225CA4 MEMORY:023FF85C 0A 00 51 E1 CMP R1, R10 MEMORY:023FF860 0C 20 42 02 SUBEQ R2, R2, #0xC MEMORY:023FF864 1E FF 2F E1 BX LR MEMORY:023FF864 ; End of function sub_23FF850 MEMORY:023FF864 MEMORY:023FF864 ; --------------------------------------------------------------------------- MEMORY:023FF868 A4 5C 22 02 dword_23FF868 DCD 0x2225CA4 ; DATA XREF: sub_23FF850+8r you can follow the hex words in the code with the hex in the disassembly. ex. 023FF830 E59FA010, 10 A0 9F E5 LDR R10, =0x2225DA4 the rest of the code is branches- one out of an sdk function and one out of a function that copies blocks of save data.
  4. i actually did the original testing for that problem for codr. it dies at around 185 lines. that's not NEARLY enough to do a few pokes.
  5. in the general bw2 thread, kazo mentioned basic rw access to memory. i actually already have that mostly done. http://hack.thundaga.com/libmem.7z to use this, throw mem.h into ..\devkitPro\libnds\include and libmem.a into ..\devkitPro\libnds\lib then in the file you want to use the functions, add: #include <mem.h> finally, pop open your makefile for the project you're working on and look for this line: LIBS := -lnds9 change it to: LIBS := -lnds9 -lmem and you're good to go. aside from the basic get, set, and swap, the memcopies and memsets are faster than what's in newlib, the stdlib implementation in devkitpro.
  6. all of them
  7. it probably hasn't in this context. the 0x42 = 1 thing is usually an egg question.
  8. you have to set byte 0x42 in the misc bytes to 0x1.
  9. download the latest version.
  10. obviously not.
  11. you can't. the game checks stats religiously compared to gen 4. you would be able to keep edited stats for probably a few minutes at most and you wouldn't be able to get them into a battle.
  12. yeah, it should work. i fixed the bug in pokegen last night and it's been tested by more than a few people at this point.
  13. ok, it's fixed for windows xp. i needed to adjust a build setting in visual studio.
  14. 3.1.13 - February 16, 2013 ADDED: Windows XP support (for my updates onward- my build environment was missing a setting)
  15. it might be my fault. i'm using visual studio 2012 which doesn't build for xp out of the box. let me figure out how to build for xp and i'll put up and updated version.
  16. i just opened your untouched, correct pkm in pokegen 3.1.12, checked it out, compared it to pokecheck(it was identical), then re-saved it to a new pkm. it's identical. e: no problem with either.
  17. ...did you download the pokegen zip file and try to run it?
  18. 3.1.12 - February 16, 2013 FIXED: The trashbyte fixes were relegated to JUST gen 3 pokes.
  19. no, it's updated. look at the sticky. e: you will have to download this update manually. you have no choice.
  20. 3.1.11 - February 16, 2013 FIXED: Trashbyte issues relating to gen 3 PalParking CHANGED: Updated all location names for the worldwide Black 2/White 2 release this is a fairly minor release, but it seemed worth it for the bugfix alone.
  21. the fonts are in a023. you can export and import fonts with tinke.
  22. files are "referenced" using a double pointer system that treats the obfuscated names as IDs. narcs can be loaded fully as single files or file by file. it's a neat little system they have set up. they probably have two dozen ways to load a file.
  23. opposing trainer and pokemon editing: (my notes): type1 8 bytes u8 strength(iv set- ((strength * 31) / 255) u8 abil: >>4 if 1 abil1, if 2 abil2, gender:0 skip get rate, else get gender rate for set gender u8 level u8 pad u16 species u16 form type2 16 bytes, 4 u8 strength(iv set- ((strength * 31) / 255) u8 abil: >>4 if 1 abil1, if 2 abil2, gender:0 skip get rate, else get gender rate for set gender u8 level u8 pad u16 species u16 form u16 move1 u16 move2 u16 move3 u16 move4 type3 10 bytes, 796 u8 strength(iv set- ((strength * 31) / 255) u8 abil: >>4 if 1 abil1, if 2 abil2, gender:0 skip get rate, else get gender rate for set gender u8 level u8 pad u16 species u16 form u16 item type4 18 bytes, 813 u8 strength(iv set- ((strength * 31) / 255) the result is used for all 6 ivs u8 abil/gender: >>4 if 1 abil1, if 2 abil2, gender:0 skip get rate, else get gender rate for set gender u8 level u8 pad u16 species u16 form u16 item u16 move1 u16 move2 u16 move3 u16 move4 nature comes from pid: pid % 25 pkm byte 1, gender/abil byte: abil1 = 10, abil2 = 20, abilDW = 30 they check if the poke has frustration as a move. if not, happiness is 255. if so, set it to 0. trainer u8 template u8 class u8 battle type u8 poke count u16 item1 u16 item2 u16 item3 u16 item4 u32 trainer AI u8 & 1 healer u8 cash u16 item, post battle template is 0-3, affects pkm type- up above the rest of healer is not used post battle item is given out once trainer AI is a char-sized bitfield. it's read as a u32 though, likely for the sake of future expansion. trainer AI is made up of many parts though(i've spent some time poking at it), so it's not just using the 8 bits as parts to pick through. your best bet for now is to look trainers up and use them as templates. i.e. 1 for normal trainer battles, 7 for event battles, 81 for double battles, 87 for 2v2, etc etc. eventually we'll know what it all does and be able to edit it. it's very complex and very large.
  24. Bond697

    Translations

    thanks
  25. what the hell is a .gds file?
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